wined3d: Pass the ps_compile_args structures to the shader generation code.

oldstable
Stefan Dösinger 2008-12-14 15:40:07 +01:00 committed by Alexandre Julliard
parent 936bec69cf
commit 61e581abb4
5 changed files with 28 additions and 28 deletions

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@ -1879,7 +1879,7 @@ static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcol
/* [0.0;1.0] clamping. Not needed, this is done implicitly */
}
static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
CONST DWORD *function = This->baseShader.function;

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@ -1130,7 +1130,7 @@ static void shader_none_destroy(IWineD3DBaseShader *iface) {}
static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
static void shader_none_free(IWineD3DDevice *iface) {}
static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
static GLuint shader_none_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
static GLuint shader_none_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
FIXME("NONE shader backend asked to generate a pixel shader\n");
return 0;
}

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@ -3610,7 +3610,7 @@ static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
return FALSE;
}
static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
CONST DWORD *function = This->baseShader.function;

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@ -423,6 +423,7 @@ static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps
CONST DWORD *function = This->baseShader.function;
GLuint retval;
SHADER_BUFFER buffer;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
TRACE("(%p) : function %p\n", This, function);
@ -435,7 +436,7 @@ static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps
/* Generate the HW shader */
TRACE("(%p) : Generating hardware program\n", This);
shader_buffer_init(&buffer);
retval = ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_pshader((IWineD3DPixelShader *)This, &buffer);
retval = device->shader_backend->shader_generate_pshader((IWineD3DPixelShader *)This, &buffer, args);
shader_buffer_free(&buffer);
This->baseShader.is_compiled = TRUE;

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@ -427,6 +427,28 @@ enum tex_types
tex_type_count = 5,
};
enum vertexprocessing_mode {
fixedfunction,
vertexshader,
pretransformed
};
struct stb_const_desc {
char texunit;
UINT const_num;
};
/* Stateblock dependent parameters which have to be hardcoded
* into the shader code
*/
struct ps_compile_args {
struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
BOOL srgb_correction;
enum vertexprocessing_mode vp_mode;
/* Projected textures(ps 1.0-1.3) */
/* Texture types(2D, Cube, 3D) in ps 1.x */
};
typedef struct {
const SHADER_HANDLER *shader_instruction_handler_table;
void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
@ -440,7 +462,7 @@ typedef struct {
HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
void (*shader_free_private)(IWineD3DDevice *iface);
BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args);
void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
@ -2347,29 +2369,6 @@ HRESULT IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface);
/*****************************************************************************
* IDirect3DPixelShader implementation structure
*/
enum vertexprocessing_mode {
fixedfunction,
vertexshader,
pretransformed
};
struct stb_const_desc {
char texunit;
UINT const_num;
};
/* Stateblock dependent parameters which have to be hardcoded
* into the shader code
*/
struct ps_compile_args {
struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
BOOL srgb_correction;
enum vertexprocessing_mode vp_mode;
/* Projected textures(ps 1.0-1.3) */
/* Texture types(2D, Cube, 3D) in ps 1.x */
};
struct ps_compiled_shader {
struct ps_compile_args args;
GLuint prgId;